New Version - 0.4 (GenCon Update!)


Turns out, when you're throwing things at the wall to see what sticks, you might end up missing what was stuck there previously xD

After running the game at this year's GenCon (as well as many more smaller playtests), Nightfire has gone through another set of changes. Here's a quick list them!

  • Reverting the Core Mechanic - After trying out FitD-style rolling for a while, I've decided to roll back to the original counting hits rolling mechanic because it better delivers on shooting for those crazy plays.
  • New vices, cyberware, substances, weapon customization, and advancement options - The workings of these systems have been settled on, so it's time to flesh out the player options!
  • No more cash - Currency just wasn't doing much for the game, and took focus away from Nightfire's core themes.
  • Expanded hacking system - The verb/noun system allows for creative problem solving, but was just a little too restrictive. This version expands on what a hack can do, and clarifies when to use one over a simple stat roll.
  • The full GM chapter - Every section I planned to write for the game mastering chapter has been added! Ideas to use for additional hits, advice on using tags, and more!
  • Mooks and Adversaries! - A new chapter that describes how to run simple enemies in a conflict, as well as a page full of mooks to throw at your punks! Don't worry about stats or piling injuries, just a list of tags to help you out!

Happy gaming!

Files

Rulebook 715 kB
23 hours ago
Character Sheet 464 kB
23 hours ago

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